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Can I get any help with crashing constantly but randomly


GnyoR
  • Branch: Live Branch Version: Windows Pending

Hi, I was enjoying the game happily, but I've been encountering very frequent crashes recently in current game. 

I had accused some mods that I've been using(mostly UI mods), but pointing out the mod that is responsible for the crash by unchecking mod one by one and playing until crash happens have failed since same crash(according to crash report) keep happened even when all mods were unchecked.

I've been gathering crash reports for about a week and found out crash reports are saying same thing repeatedly, which could be categorized into 2 cases. But I couldn't find out exactly how to reproduce it since it happens very randomly, and even when game is paused and just watching around the base or even when I pause and do nothing.

Crash happens normally 1 time per 5 to 10 cycles, but rarely I was able to play over 50 cycles without crash if I was lucky. So I have no idea when it happens or what triggers it.

As I remember, the game started to crash when I started to launch the rockets. And I'm suspicious of automation ribbons which I've used a LOT in rocket silo. Because most frequent crash report case constantly says something about LogicRibbonReader.UpdateVisual. (Though I know nothing about meaning of crash reports). This most frequent crash report is on first Spoiler.

The other crash report cases says something about Navigation, but I have no idea what it says.. so I just pasted. This happens less frequently than the first one.

Though I know this may still have happened from using mods, but I just tried to put this problem on the bug tracker. Because I want to at least catch a clue of the problem, so ANY help would be appreciated.

Thank you for reading.

 

 Following Spoiler contains crash report Case 1. which is most frequently happening.

Spoiler

  at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <a35d771e78bd4d75a6f3aedeaad4d1ed>:0 
  at Debug.LogError (System.Object obj) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at Debug.Assert (System.Boolean condition) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at HandleVector`1[T].PackHandle (System.Int32 index) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at HandleVector`1[T].Add (T item) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at KCompactedVectorBase.Allocate (System.Int32 item) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at KCompactedVector`1[T].Allocate (T initial_data) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at AnimEventManager.PlayAnim (KAnimControllerBase controller, KAnim+Anim anim, KAnim+PlayMode mode, System.Single time, System.Boolean use_unscaled_time) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.StartAnimEventSequence () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.StartQueuedAnim () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.Play (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at LogicRibbonReader.UpdateVisuals () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at LogicRibbonReader.Render200ms (System.Single dt) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at SimAndRenderScheduler+Render200ms.Update (IRender200ms updater, System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at StateMachineUpdater+BucketGroup.InternalAdvance (System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at StateMachineUpdater+BucketGroup.Advance (System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at StateMachineUpdater.Render (System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at Game.LateUpdate () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 

 

 Following Spoiler contains crash report Case 2. which happens time to time.

Spoiler

  at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <a35d771e78bd4d75a6f3aedeaad4d1ed>:0 
  at Debug.LogError (System.Object obj) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at Debug.Assert (System.Boolean condition) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at HandleVector`1[T].PackHandle (System.Int32 index) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at HandleVector`1[T].Add (T item) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at KCompactedVectorBase.Allocate (System.Int32 item) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at KCompactedVector`1[T].Allocate (T initial_data) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at AnimEventManager.PlayAnim (KAnimControllerBase controller, KAnim+Anim anim, KAnim+PlayMode mode, System.Single time, System.Boolean use_unscaled_time) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.StartAnimEventSequence () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.StartQueuedAnim () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.Play (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator.Stop (System.Boolean arrived_at_destination, System.Boolean play_idle) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator.AdvancePath (System.Boolean trigger_advance) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at TransitionDriver.UpdateTransition (System.Single dt) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator.SimEveryTick (System.Single dt) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator+States+<>c.<InitializeStates>b__5_1 (Navigator+StatesInstance smi, System.Single dt) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at BucketUpdater`1[DataType].Update (DataType data, System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at Game.SimEveryTick (System.Single dt) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Game.Update () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 

 

Following Spoiler contains crash report Case 3, which only happened once.

Spoiler

  at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <a35d771e78bd4d75a6f3aedeaad4d1ed>:0 
  at Debug.LogError (System.Object obj) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at Debug.Assert (System.Boolean condition) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at HandleVector`1[T].PackHandle (System.Int32 index) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at HandleVector`1[T].Add (T item) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at KCompactedVectorBase.Allocate (System.Int32 item) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at KCompactedVector`1[T].Allocate (T initial_data) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at AnimEventManager.PlayAnim (KAnimControllerBase controller, KAnim+Anim anim, KAnim+PlayMode mode, System.Single time, System.Boolean use_unscaled_time) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.StartAnimEventSequence () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.StartQueuedAnim () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.Queue (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at KAnimControllerBase.Play (HashedString anim_name, KAnim+PlayMode mode, System.Single speed, System.Single time_offset) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at IdleStates.PlayIdle (IdleStates+Instance smi) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].OnCallback (StateMachineInstanceType smi) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at GameStateMachine`4+EventTransitionData+<>c__DisplayClass7_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Register>b__0 (System.Object d) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0 
  at GameStateMachine`4+State+<>c__DisplayClass69_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<TriggerOnEnter>b__0 (StateMachineInstanceType smi) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator.Stop (System.Boolean arrived_at_destination, System.Boolean play_idle) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator.AdvancePath (System.Boolean trigger_advance) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator.GoTo (KMonoBehaviour target, CellOffset[] offsets, NavTactic tactic) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Navigator.GoTo (System.Int32 cell, CellOffset[] offsets) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at IdleStates.MoveToNewCell (IdleStates+Instance smi) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at IdleStates.<InitializeStates>b__4_2 (IdleStates+Instance smi) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at GameStateMachine`4+State+<>c__DisplayClass84_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleScheduleCallback>b__2 (System.Object smi_data) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at Scheduler.Update () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 
  at GameScheduler.Update () [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0 

 

 

Hotel Oasisse (BACKUP).sav DxDiag.txt


Steps to Reproduce

I'm so sorry but really have no idea. I only can remember that this constant crash started when I started to launch the rockets.

 

I attached wrong output_log(one that was created when game had not crashed). So I put the right file as attached file below. Sorry for confusion.

output_log.txt




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